Console Tweaks

Use these commands and variables in the console or a config file to completely customize Kingpin, troubleshoot problems with video or sound hardware, optimize performance, or make your own scripts. If you don't know how to get to the console, please read this.

Select the complete list (handy for searching for keywords using your browser, or for looking up a command or variable alphabetically), or any of the categorized lists from the links over to the left.

Variables are listed with their default values. Commands are listed without values, but some may have <required arguments> and/or [optional arguments], see the descriptions for valid arguments or values. If none are specified, it's a boolean variable, meaning it can be on (1) or off (0). Note that many video and sound changes will not take effect until you restart the video or sound system with vid_restart or snd_restart respectively.

The flags on some variables have the following meanings:
- (dash) command-line parameters - these variables can only be changed by loading the game with 'kingpin.exe +set variable value', they will not work if entered directly into the console.
+ set variable value', they will not work if entered directly into the console.
* saved variables - changes to these variables are saved between games by writing them to Kingpin/Main/config.cfg
S server variables - will be listed in the output of a serverinfo command
U user variables - will be listed in the output of a userinfo command
L locked variables - changes will not take effect until the map changes


Command arguments
- or -
Variable default value
cl_blend 1 enable pallette-blending effects (lighting change when shot, underwater, etc.) 0 may increase FPS
cl_bloodtime 10 set time before blood splats disappear (lower, or 0 may increase FPS) [Flags: *]
cl_fireworks 3 enable fireworks (special effects) display, 0 - 3, higher is prettier and slower [Flags: *]
cl_gun 1 enable display of the player gun model (set to 0 to increase FPS a bit)
cl_lights 1 enable dynamic lighting (set to 0 to increase FPS, see cl_testlights)
cl_maxfps 31 set the maximum frames-per-second (FPS) -- higher FPS requires more bandwidth, lowering it can reduce lag
cl_nodelta 0 disable delta compression (only use if you get network errors online -- will slow netplay)
cl_noskins 0 disable use of custom skins on other players in multiplayer (0=enable skins, 1=disable skins, 2=enable skins, but do not download new ones from the server) -- 1 may improve lag and FPS
cl_particles 1 enable particle display (sparks, splats) see cl_testparticles (0 may increase FPS)
cl_predict 1 enable client-side prediction (attempts to compensate for lag by predicting player movements)
cl_showmiss 0 enable display of missed predictions (see cl_predict) -- may want to turn off cl_predict if many
cl_shownet 0 enable display of network packet latency information -- turn on while tweaking net settings (see also netgraph)
cl_vwep 1 enable visible weapon models on other players (0 may increase FPS) [Flags: *]
gl_bitdepth 0 enable 16-bit textures
gl_cull 1 enable culling (NOT rendering obscured objects) disabling will reduce FPS
gl_dynamic 1 enable dynamic lighting (0 may increase FPS)
gl_ext_compiled_vertex_array 1 enable compiled vertex arrays (try both 0 and 1 to see which is better) [Flags: *]
gl_ext_multitexture 1 enable multiple texture processor support (leave on if your video card supports it) [Flags: *]
gl_flashblend 0 enable blending of lighting effects onto the map objects (0 will increase FPS)
gl_fog 0 enable fog (0 will increase FPS) [Flags: *]
gl_maxtexsize 256 set maximum texture size (lower may increase FPS on some video cards) [Flags: *]
gl_mode 0 set screen resolution (0=320x200, 1=400x300, 2=512x384, 3=640x480, 4=800x600, 5=960x720, 6=1024x768, 7=1152x864, 8=1280x960, 9=1600x1200), lower will increase FPS [Flags: *U]
gl_picmip 0 set the scaling factor by which to shrink textures (higher numbers increase FPS, but look poorer, over 2 is very bad)
gl_playermip 0 set the scaling factor by which to shrink player skins (higher numbers increase FPS, but look poorer, over 2 is very bad)
gl_polyblend 1 enable flash/blending effect when injured or under water (0 will increase FPS)
gl_reflections 1 enable reflections (not used?)
gl_round_down 1 enable rounding down of texture sizes to next-lower power of 2 (set to 0 to round up, may look better, but will decrease FPS)
gl_shadows 0 enable shadows (1 will decrease FPS) [Flags: *]
gl_skymip 0 enable mipmap sky graphics
gl_specular 1 enable specular lighting effects (0 may increase FPS) [Flags: *]
gl_texturemode GL_LINEAR_MIPMAP_NEAREST sets texture rendering mode: GL_NEAREST = nearest-neighbor interpolation (looks like software mode with colored lighting); GL_LINEAR = linear interpolation (blurs textures that are too close). GL_NEAREST_MIPMAP_NEAREST = nearest-neighbor interpolation with mipmapping (blurs textures that are too far away). GL_LINEAR_MIPMAP_NEAREST = linear interpolation with mipmapping; GL_NEAREST_MIPMAP_LINEAR =nearest-neighbor interpolation with mipmapping (for trilinear hardware); GL_LINEAR_MIPMAP_LINEAR = linear interpolation with mipmapping for trilinear hardware. (The later ones in the list look better, but are slower) [Flags: *]
gl_vertex_arrays 0 enable vertex array support (compare 0 and 1) [Flags: *]
gl_ztrick 1 enable z-buffer clearing between frames (0 will increase FPS, but may cause flickering)
in_initjoy 1 enable joystick initialization (set to 0 if you don't use a joystick to save a bit of RAM) [Flags: -]
in_initmouse 1 enable mouse initialization (set to 0 if you don't use a mouse to save a bit of RAM) [Flags: -]
in_joystick 0 enable joystick input use (set to 0 if you don't use a joystick to save a bit of RAM) [Flags: *]
in_mouse 1 enable mouse input use (set to 0 if you don't use a mouse to save a bit of RAM) [Flags: *]
netgraph 0 enable network condition graph (green bar height indicates ping, lower is better; red/yellow represents packet-loss/lag, fewer is better) -- enable this while you tweak rate or any oher setting to see what works best for you
props 1 enable in-game props (0 may increase FPS in single-player) [Flags: *]
r_detail_alpha 0.2 set detail reduction coefficient [Flags: *]
r_detail_dist 256 set detail reduction distance (higher may increase FPS) [Flags: *]
r_detail_scale 8.0 set detail reduction scale factor (higher may increase FPS) [Flags: *]
r_directional_lighting 1 enable directional lighting effects (0 may increase FPS) [Flags: *]
r_lightflares 1 enable lens flare effects (0 may increase FPS) [Flags: *]
r_painskins 2 set pain skins level (0=none, 1=some, 2=all), lower may increase FPS [Flags: *]
r_speeds 0 enable rendering speed running display (including FPS), see timerefresh, timedemo
rate 18000 set the maximum bytes-per-second that the server can send data to the client -- enable the netgraph and try different values to find the best. Starting points: 28.8k/33.6 = 2100-3500, 56k = 3000 - 5000, for T1, cable, DSL, LAN: up to 20000 or so [Flags: *U]
s_khz 22 set sound sampling rate, options are 11 and 22. 22 sounds better, but may decrease performance [Flags: *]
s_loadas8bit 0 force lower-qiality (8-bit) sound samples (1 may improve performance) [Flags: *]
s_mixahead .20 set sound mixing delay -- use higher numbers to fix stuttering problems [Flags: *]
s_primary 0 enable DirectSound primary sound buffer, 1 may improve performance a bit, but also may not work [Flags: *]
s_reverb_count 4 set number of times reverberating sounds repeat and fade (lower or 0 may improve perfomance)
showclamp 0 enable diplay of network clamping information
showdrop 0 enable display of dropped network packet info
showtrace 0 enable display of packet tracing info
sizedown shrink the view screen (will increase FPS if your video card will let it shrink)
sizeup enlarge the view screen (will decrease FPS if your video card will let it grow more)
snd_restart restart the sound system, required for most sound setting variables to take effect
timerefresh [arg] If no [arg] given, will spin view in place and report average FPS for the 128 frames required for the full spin (FPS = 128 / time_required_to_spin). see timedemo, r_speeds
vid_restart restart the video rendering system, many video tweaking variables will not take effect until this command is executed

FREDZ | Friday 11 March 2016 - 18:25
These icons link to social bookmarking sites where readers can share and discover new web pages.
  • email
  • Facebook
  • Google
  • PrintFriendly